102 lines
2.8 KiB
Plaintext
102 lines
2.8 KiB
Plaintext
actor Lith_ItemGlow
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{
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RenderStyle "Add"
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Alpha 0.7
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Scale 0.1
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Translation "112:127=168:183", "5:15=185:185", "224:231=168:171"
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+NOINTERACTION
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+NOTIMEFREEZE
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states
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{
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Spawn:
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PBAL A 0
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PBAL A 0 A_JumpIf(CallACS("LWData", wdata_noitemfx), "Nope")
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PBAL A 0 A_JumpIf(CallACS("LWData", wdata_pclass) == pcl_marine, "SpawnDone")
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PBAL C 0 A_JumpIf(CallACS("LWData", wdata_pclass) == pcl_cybermage, "SpawnDone")
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PBAL D 0 //A_JumpIf(CallACS("LWData", wdata_pclass) == pcl_informant, "SpawnDone")
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SpawnDone:
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"####" "#" 5 bright
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"####" "#" 1 bright A_FadeOut(1.0 / 35.0)
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wait
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Nope:
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TNT1 A 0
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stop
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}
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}
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actor Lith_WeapGlow : Lith_ItemGlow
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{
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Translation "112:127=197:207", "224:231=192:199"
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states
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{
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Spawn:
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PBAL A 0
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PBAL A 0 A_JumpIf(CallACS("LWData", wdata_brightweps), "SpawnBright")
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goto Super::Spawn
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SpawnBright:
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PBAL A 0 A_SpawnItemEx("Lith_ItemGlowBright")
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stop
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}
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}
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actor Lith_ItemGlowBright : Lith_ItemGlow
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{
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Translation "112:127=192:207", "224:231=192:194"
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}
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actor Lith_UpgrGlow : Lith_ItemGlow
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{
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Translation "None"
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}
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actor Lith_ItemSprite
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{
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+NOINTERACTION
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+NOTIMEFREEZE
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var int user_origx;
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var int user_origy;
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var int user_origz;
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var int user_floatangle;
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var int user_floatzangle;
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states
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{
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Spawn:
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TNT1 A 0
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TNT1 A 0 A_SetUserVar(user_floatangle, random(0, 360))
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TNT1 A 0 A_SetUserVar(user_floatzangle, random(0, 360))
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TNT1 A 0 A_Jump(256, "Spr")
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SpawnLoop:
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"####" "#" 0 A_CheckFlag("SPECIAL", 2, AAPTR_MASTER)
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"####" "#" 0 A_Jump(256, "Done")
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"####" "#" 0 A_SetUserVar(user_floatangle, (user_floatangle + 2) % 360)
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"####" "#" 0 A_SetUserVar(user_floatzangle, (user_floatzangle + 3) % 360)
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"####" "#" 0 A_SetUserVar(user_origx, x * FIX)
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"####" "#" 0 A_SetUserVar(user_origy, y * FIX)
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"####" "#" 0 A_SetUserVar(user_origz, z * FIX)
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"####" "#" 1 bright A_Warp(AAPTR_MASTER, cos(user_floatangle) * 4.0,
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sin(user_floatangle) * 4.0,
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16.0 + (sin(user_floatzangle) * 12.0),
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0, WARPF_NOCHECKPOSITION)
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"####" "#" 0 bright A_Warp(AAPTR_MASTER, -x + user_origx / FIX,
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-y + user_origy / FIX,
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-z + user_origz / FIX,
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0, 0)
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loop
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Done:
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TNT1 A 0
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stop
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}
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}
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actor Lith_ItemSpriteM : Lith_ItemSprite {VisibleToPlayerClass "Lith_MarinePlayer"}
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actor Lith_ItemSpriteC : Lith_ItemSprite {VisibleToPlayerClass "Lith_CyberMagePlayer"}
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// EOF
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